If you're in trouble and cannot find an answer to a question which goes beyond Stack Overflow...

If you have a not-so-usual solution for your problems but need to justify it to your boss...

If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...

...then 'No Bugs' Hare on Soft.ware might be the right place for you.

Your mileage may vary. Batteries not included

Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”

In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.

“If you disrupt the game-event-currently-in-progress for more than 0.5-2 minutes, for almost-any synchronous multi-player game you won’t be able to get the same players back, and will need to rollback the game event anyway.”

Another Quote:

“However, keep in mind, that all fall-tolerant solutions are complicated, costly, and for the games realm I generally consider them as an over-engineering (even by my standards).”

“After your logic has failed in production, you can “replay” this inputs-log on your functionally identical in-house system, and the bug will be reproduced at the very same point where it has originally happened.”

Another Quote:

“You can implement your Finite State Machine as a deterministic variation of a usual event-driven program”